Maintenance for the week of December 2:
• [COMPLETE] PC/Mac: NA and EU megaservers for patch maintenance – December 2, 4:00AM EST (9:00 UTC) - 9:00AM EST (14:00 UTC)
• Xbox: NA and EU megaservers for patch maintenance – December 4, 6:00AM EST (11:00 UTC) - 12:00PM EST (17:00 UTC)
• PlayStation®: NA and EU megaservers for patch maintenance – December 4, 6:00AM EST (11:00 UTC) - 12:00PM EST (17:00 UTC)

[Feedback] Signature scripts

Bashev
Bashev
✭✭✭✭✭
✭✭
All values should be based on something standard in the game.

How the dev team calculated the bonuses? Based on what?

For example: Druids' Resurgence gives 152 recovery which is 1.81 times the prismatic enchant while Wayfarer mastery gives 333 bash damage which for 5 seconds only which is twice as short and the value is only 0.66 times from the enchant.
Because I can!
  • Gabriel_H
    Gabriel_H
    ✭✭✭✭
    Recovery and Damage are not the same thing. Comparing the differential to existing skills is apples and oranges.

    Looking at Druid's Resurg on Shield Throw: "Increases your Health, Magicka, and Stamina Recovery by 152 for 10 seconds on return." That 152 is added to your recovery, which is a value in combat that regens every 2 seconds, so the amount is 76 per second. Compare this to Druid's resurg on Mender's Bond: "Restores 74 Magicka and 74 Stamina every 1 second for 5 seconds". On Torchbearer: "Restores 74 Stamina with each sweep."

    So, obviously 76 is not 74 but it is close, and the "on return" part may account for the slight difference, basically a round error due to a 0.5/1.0 second (essentially) post use cast time for use of a better phrase.

    So is there consistency between the variable regens of the script - yes.
    Does it need to match any existing regen in-game? No, why would it?

  • Bashev
    Bashev
    ✭✭✭✭✭
    ✭✭
    Gabriel_H wrote: »
    Recovery and Damage are not the same thing. Comparing the differential to existing skills is apples and oranges.

    Looking at Druid's Resurg on Shield Throw: "Increases your Health, Magicka, and Stamina Recovery by 152 for 10 seconds on return." That 152 is added to your recovery, which is a value in combat that regens every 2 seconds, so the amount is 76 per second. Compare this to Druid's resurg on Mender's Bond: "Restores 74 Magicka and 74 Stamina every 1 second for 5 seconds". On Torchbearer: "Restores 74 Stamina with each sweep."

    So, obviously 76 is not 74 but it is close, and the "on return" part may account for the slight difference, basically a round error due to a 0.5/1.0 second (essentially) post use cast time for use of a better phrase.

    So is there consistency between the variable regens of the script - yes.
    Does it need to match any existing regen in-game? No, why would it?

    Why should match any other regen? It should not. But it should be based on something. Not thrown randomly. When is recovery or bash damage, weapon damage and so on it is easy to match it to an enchant or mundus stone and this what the devs did so often and we as players are used to that.

    Why this is is important? Because otherwise you have some items which brings more value and when you theory craft these items stand out.
    Because I can!
  • EF321
    EF321
    ✭✭✭✭✭
    ✭✭
    Bashev wrote: »
    All values should be based on something standard in the game.

    How the dev team calculated the bonuses? Based on what?

    For example: Druids' Resurgence gives 152 recovery which is 1.81 times the prismatic enchant while Wayfarer mastery gives 333 bash damage which for 5 seconds only which is twice as short and the value is only 0.66 times from the enchant.

    What is standard in the game?

    Set line for damage is 129. For recovery is 129.
    Damage mundus is 238. Recovery mundus is 310.
    Damage glyph is 174. Recovery glyph is 169.
  • Gabriel_H
    Gabriel_H
    ✭✭✭✭
    Bashev wrote: »
    Why should match any other regen? It should not. But it should be based on something. Not thrown randomly. When is recovery or bash damage, weapon damage and so on it is easy to match it to an enchant or mundus stone and this what the devs did so often and we as players are used to that.

    Why this is is important? Because otherwise you have some items which brings more value and when you theory craft these items stand out.

    It is based on ZOS' balance parameters. This is a combination of many factors such as cooldown time, resource cost, and skill line type.

    Some items DO bring more value when used in the right combinaton. i.e. meta builds - though there are in fact dozens of meta builds in theory, though players typically stick to the ones promoted by theorycrafting websites.

    EDIT: Let me give you an example

    Silver Leash: Does a bit of damage and taunts and physically pulls the mob to the player if the mob is pullable and interupts casting if pulled

    Scribed Shield Throw with Pull/Parry/Interupt: Does a bit of damage (but less than Silver Leash), taunts and pulls the mob to the player if the mob is pullable and interupts casting regardless of pullability, as well as having a small damage mitigation window, but costs more resources than silver leash, and doesn't add to the FIghters Guild passive skills.

    Which is better? Well it depends on what you are looking to do and what mobs you are fighting. The benefits of Shield Throw over Silver Leash come at a higer resource cost, and have an opportunity cost too (i.e. you miss out on something by not using SIlver Leash). Is that a balanced approach? Yes.
    Edited by Gabriel_H on 19 August 2024 07:56
Sign In or Register to comment.